Craps pass bet

ABSTRACT

A side bet is added to the play of a game of Craps. A player places a side bet wager on an occurrence of an event comprising at least three consecutive Pass events. The Points may be selected from at least the traditional Points selected from the group consisting of 4, 5, 6, 8, 9 and 10. A player or electronic simulation provides a roll or throw of the dice and the game of Craps is played in its conventional manner. The casino or gaming apparatus identifies consecutive Passes made, independent of the Pass event.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to the field of casino table wagering games, particularly casino table dice games related to the play of the game of Craps, and most particularly to side bet wagers that may be placed in the underlying game of craps.

2. Background of the Art

The game of craps is a popular and long established casino dice game. It has been an established part of the casino environment for over a hundred years, in spite of the fact that it is a labor intensive game, with a minimum of four personnel present at the table during play. It is believed that the excitement of the game, some relatively favorable wagers/odds and the camaraderie of the game have required major casinos to continue providing the game for their customers. It would be desirable for the casinos to increase their revenue in the game, particularly by providing new profitable wagers with a potential for higher than the typical craps wagering odds that would attract more wagers and even attract new players.

General Rules for Play of Craps:

Each player places at least one of the various wagers indicated below before the dice are thrown by the shooter. A shooter, the person throwing the dice, must have at least one minimum wager (on the “pass” or “don't pass” line) on the table, although a partner may throw the dice for someone else placing the wager. As the pair of dice provides 36 possible outcomes for a single roll of one standard pair of dice, there are 36 possible outcomes on each and every roll of the dice in the standard game of craps.

The standard wagers include:

PASS LINE wager.

The player will lose on a shooter opening throw totaling 2, 3, or 12, and will lose all money wagered on this area. The player will win on a shooter opening throw totaling 7 or 11, and will win on a 1 to 1 payout basis. The effect of the above two rules is that the player either wins or loses on an opening throw of 2, 3, 7, 11, or 12. If these values do not appear on the opening roll, then a POINT is established. The possible POINT numbers are therefore as follows: 4, 5, 6, 8, 9, or 10. Assuming that the opening throw established a POINT, players with a wager on the pass line would win if the shooter on any subsequent throw obtained the same sum total of the POINT, establishing a PASS, before throwing a 7. In summary, the shooter's first throw (or “come out” roll) only yields the total number to be used for the POINT, wins with a 7 or 11, or loses with craps (i.e., a 2, 3 or 12).

Players who wagered on the PASS LINE, may make an additional wager after the POINT is established, and before any subsequent throw of the dice. This is called TAKING the odds, and the odds and payouts for this additional wager are as follows:

POINT PAYOUT 6 or 8 6 to 5 5 or 9 3 to 2  4 or 10 2 to 1

The taking of the odds is considered by some to be one of the best wagers in the casino, with a house hold of only about 0.8% of the total money wagered.

Again, a player who wagered on the pass line, and made this additional wager as well, would now be looking for the shooter to obtain a total number on any subsequent throw equal to the established POINT. If this occurs, the player would receive a payout of 1 to 1 on the original pass line wager, and receive the odds as stated above for the additional TAKING of the odds wager. However, if after establishing the POINT, the shooter throws a 7 on any subsequent throw prior to the shooter making the POINT as described above, players would lose all money wagered on the pass line, as well as all additional money wagered on this particular established POINT (i.e., the TAKING of the odds wager described above).

Once either the POINT is made, or the shooter's throw totals 7 after the POINT is established, all bets would be settled, and this would signify the end of that portion of play for that particular established POINT. The shooter on the next throw would be looking again to establish a “new” POINT for the players.

DON'T PASS LINE wager:

This phase of the craps game (and wagering associated therewith) for the players is essentially directed to the opposite events when compared with the PASS LINE and associated wagering as described above. The only major difference (again realizing that pass line is essentially the opposite of don't pass line) is that players wagering on the DON'T PASS LINE do not win if the shooter's opening throw is a 12, whereas PASS LINE players do in fact lose if the shooter's opening throw is a 12. A wager placed by the player on this area of the table would take on a payout similar to the PASS LINE, and would be 1 to 1 if the shooter's opening throw (before the establishment of the point) is a 2 or 3. However, if the shooter's opening throw is a 7 or 11, then the player would lose all of his or her wager on this area of the table. Once again, an opening throw of 12 would mean nothing to the players who have wagered on the DON'T PASS LINE, if there is a DON'T PASS BAR 12 rule in effect, which there almost always is (or a BAR 2 rule), as the probabilities would favor the player without the BAR provision.

Working in a similar (but opposite) fashion as the PASS LINE wager, once the POINT is established, the player having wagered on the DON'T PASS LINE will win if the shooter rolls a 7 on a subsequent throw before making the established POINT, that is, a roll of the same value as the established point. The player will usually win a payout of 1 to 1 on the initial DON'T PASS LINE wager.

Just as with the PASS LINE, a player having placed the DON'T PASS LINE wager has the opportunity to place an additional wager down once the POINT is established. The DON'T PASS LINE wagering player can LAY the odds, and the odds and payouts for this additional wager are as follows:

POINT PAYOUT 6 or 8 5 to 6 5 or 9 2 to 3  4 or 10 1 to 2 Again, the player who wagered on the DON'T PASS LINE, and made this additional wager, will win if the shooter rolls a 7 on any subsequent throw. If this occurs, the player will normally receive a payout of 1 to 1 on the original DON'T PASS LINE wager, and receive the odds as stated above for the additional laying of the odds wager.

However, after establishing the POINT, if on any subsequent throw the shooter makes the established POINT by rolling that number again prior to the shooter obtaining a 7, the player would lose all money wagered on the DON'T PASS LINE, as well as any and all additional money wagered on this particular established POINT (i.e., the LAYING of the odds wager).

Once either the POINT is made, or the shooter rolls a 7 after the POINT is established, all bets would be settled, and this would signify the end of that portion or play for that particular established POINT. The shooter on the house's next throw would be looking to establish a “new” POINT for the players. Basically a “new” round of craps begins.

Players wagering on the DON'T PASS LINE can take their entire wager (including any LAY wager placed) down at any time during the course of play, as long as there have been no dice thrown.

COME and DON'T COME wagers:

The COME and DON'T COME wagers can only be made after the POINT has been established. The COME wager is similar to the PASS LINE wager. Players making a COME wager win if the shooter rolls a 7 or establishes another POINT. All of the same rules as in the PASS LINE wager apply to the COME wager as far as throws of other numbers are concerned. Furthermore, all of the same rules apply as far as making this additional POINT is concerned.

The DON'T COME area is similar to the DON'T PASS LINE wager. Players making a DON'T COME wager win if the shooter fails to roll a 7 or establish another point for them. All of the same rules in the DON'T PASS LINE apply to the DON'T COME wager as far as throws of other numbers are concerned. Furthermore, all of the same rules apply as far as making this additional POINT is concerned. FIELD Bet:

Players may also play the FIELD. This is a one throw wager where the player receives a 1 to 1 payout if the shooter's roll on the very next throw totals either 3, 4, 9, 10, or 11. Some casinos will replace the 9 with the 5 and vice versa. This is a choice reserved by the house, and does not impact the integrity of the game of the invention. Whether the number 5 or 9 is included in the field, would be pre-established, and noted on each and every table so that all players would be fully aware of the numbers making up the FIELD wager. Also included in the FIELD wager and payout would be a shooter total of 2 or 12 on the shooter's first two cards of the very next throw. Under these scenarios, the payout would be as follows:

NUMBER PAYOUT  2 2 to 1 12 3 to 1

The FIELD wager is also a one throw wager, and the player will win as described above. However, any other first roll total obtained by the shooter (other than that identified by the FIELD and displayed on the table layout) will result in a player loss of the entire wager placed. All of the field wagers are settled on each and every round of throwing. Hence, this is a one throw wager, with the player either winning or losing on each throw. PLACE (or BUY) and LAY wagering:

A player wishing to PLACE a wager on any of the following numbers: 4, 5, 6, 8, 9, or 10, may do so after the point is established. Players placing (or buying) a wager on a particular number are looking for the shooter's subsequent throw after the come out throw to total the number the wager was placed on. This wager will remain active until such time that the shooter's next throw totals the number the wager was placed on, or a 7 is rolled. Any other total obtained by the shooter would be irrelevant to the player making this wager, and the wager would remain on the table, unless the player indicates to take the wager down (or turn the wager off). The player can take their wager down (or turn off their wager) at any time during the course of play, as long as no dice have been thrown to begin a new round of throwing.

If the shooter's roll totals the number the player placed the wager on, then the player would win and be paid according to the below payout table:

PLACE BUY (plus 5%) NUMBER PAYOUT PAYOUT  4 or 10 9 to 5 2 to 1 5 or 9 7 to 5 3 to 2 6 or 8 7 to 6 6 to 5

However, if any of the shooter's subsequent throws total a seven, any and all players who have made a PLACE (or BUY) wager would lose the entire amount wagered. It should be noted again that all other numbers aside from a 7 or the number the PLACE (or BUY) wager was made are inconsequential to this wager, and the wager will remain active for the next round of throwing, unless the player decides to take the wager down (or turn the wager off).

A player BUYING a number would have to place a desired wager plus 5% to obtain the odds in the far right column as stated directly above. The additional 5% would go directly to the house. Therefore, if the player desired to BUY the 5 for $10.00, they would have to give $10.50. The $10.00 would be placed on the 5, and the player would receive a payout of 3 to 2 on this $10.00, should the player win. The $0.50 would be retained by the house, and will not be included in any payout calculation. LAY wagering:

A player wishing to LAY a wager on any of the following numbers: 4, 5, 6, 8, 9, or 10, may do so after a point has been established. The LAY bet is essentially the opposite of a BUY wager. Players laying a wager on a particular number will win if a 7 is rolled before the number wagered on. This wager will remain active until such time that the shooter's first and next throw totals the number the wager was placed on, or a 7 is rolled. Any other total obtained by the shooter would be irrelevant to the player making this wager, and the wager would remain on the table, unless the player indicates to take the wager down. The player can take their wager down at any time during the course of play, as long as no dice have been thrown to begin a new round of throwing.

If the shooter's first and next throw totals a 7, then the player would win, and be paid according to the below payout table:

LAY (plus 5%) NUMBER PAYOUT  4 or 10 1 to 2 5 or 9 2 to 3 6 or 8 5 to 6

However, if the shooter's next throw totals the number the LAY wager was placed on,

the player loses the entire amount wagered. It should be noted that all other numbers aside from a 7 or the number the LAY wager was made are inconsequential to this wager, and the wager will remain active for the next round of throwing, unless the player decides to take the wager down (or turn the wager off).

A player LAYING a number, would have to place down a desired wager plus 5%. The additional 5% would go directly to the house. Therefore, if the player desired to LAY the 5 for $10.00, they would have to give the shooter $10.50. The $10.00 would be placed behind the 5, and the player would receive a payout of 2 to 3 on this $10.00, should the player win. The $0.50 would be retained by the house, and will not be included in any payout calculation.

Standard Proposition Wagers

In wagering on the standard proposition bets at the craps table, a player makes a wager as to the occurrence of a specific event on the next single roll of the dice. The player can only win if the sum of the shooter's first (next) throw of the dice is the exact number his or her wager was placed on, for example, with odds typically as follows:

WAGER PLACED PAYOUT 2 30 to 1 12 30 to 1 3 15 to 1 11 15 to 1 2 & 12 15 to 1 2 & 3  9 to 1 11 & 12  9 to 1 3 & 11  7 to 1 (Horn) 2, 3, 11, & 12  4 to 1

According to the present teachings, individual boxes may be provided for wagers that are ordinarily split into separate wagers or placed across lines separating the wagers, such as 2 & 12 (high/low) is a bet (with ½ the total wager on 2, and ½ the total wager on 12), similarly wagers are placed (and have to be split) on a prop bet on a 2 and a 3 on the next roll or on an 11 or 12 (Referred to as E.T., eleven-twelve) which is split or placed on the line separating the 11 and 12 in the prop bet area. “Any Craps” and Three-Way craps bets can be placed. These odds and payouts must be clearly marked on the table so that all players are aware of the exact odds, as the odds may vary slightly at different casinos or even at different table.

In addition to these standard wagers (and others, such as BIG 6 or BIG 8, hopping wagers, “Big Red” (any seven), Three-Way Seven, and the like, that may be present on a casino craps table or electronic version thereof.

Numerous novel wagers, either rolling wagers (in which the wager is active until a subsequent negative or positive event occurs that resolves the wager) and proposition wagers (which are active for only a single roll of the dice, unless a positive event occurs), have been proposed and provided on Craps tables to try to provide the potential for larger returns and generate additional interest in the game to attract even more players. The following disclosures show examples of previous attempts at creating additional Craps side bet wagers.

Published US Patent Application 20060097452 (Ryan et al.) describes a method of playing a conventional game of Craps with an improvement including the step of placing a bet on the Craps game being played where the bet is independent of the game being played and of other bets being made during the game. The step of placing a bet further includes betting that the next throw of the dice in the Craps game will result in a 6, 7, or 8 being thrown.

Published US Patent Application 20060043678 (Golden) describes a casino craps table layout and game which is provided with unique wagering opportunities. There are specific wagering areas for placing a wager on at least one of two new wagering opportunities. These new wagering opportunities are selected from the group consisting of a) a wager that the next roll of the dice will be a hard 4, 6, 8 or 10 and b) a wager that the next roll of the dice will be a pair of numbers. Another new wagering opportunity is a placed wager for any specific number (e.g., 4, 5, 6, 8, 9, and 10).

U.S. Pat. No. 5,487,547 (Hobert) describes a wagering method and betting table for craps with a progressive bet or jackpot bet provided for a specific number and type of consecutive doubles being rolled. Specifically, the progressive wager is for doubles 2, 4, 6, 8, 10 and 12 being rolled in any order with no other rolls being present.

U.S. Pat. No. 5,490,670 (Hobert) describes a layout and method of play of the game of craps wherein a pair of dice is used, the dice being of a size for manually rolling to present one of eleven different numbers which define a plurality of point numbers, at least one natural number, and at least one craps number. A gaming layout provides a flat surface upon which said dice may be rolled and upon which bets may be laid by physical placement of wagers, said flat surface including indicia thereon representing a plurality of wager areas, said wager areas including: (a) a pass line area for receiving a wager betting both (i) that one or more rolls of dice will yield an established first point number without rolling the number “7”; and (ii) that a natural number is rolled prior to establishing the first point number or prior to rolling a craps number; (b) a don't pass area for receiving a wager betting both (i) that one or more rolls of the dice will yield the number “7” prior to the rolling of an established first point number; and (ii) that a craps number is rolled prior to establishing the first point number or prior to rolling a natural number; and (c) a jackpot area for receiving a wager that a set of a plurality of dice outcomes are rolled, said set having a remote probability of occurrence, and said set being randomly generated at a certain point in the play. The plurality of dice outcomes are disclosed as selected from the group consisting of: a) a series of dice outcomes comprising dice outcomes of the numbers 2, 4, 6, 8, 10, and 12, before a 7 is rolled, wherein the dice outcomes for the numbers 2, 4, 6, 8, 10, and 12 are a pair of identical outcomes on each die; b) a series of dice outcomes comprises dice outcomes of the numbers 2, 3, 4, 5, 6, 8, 9, 10, 11, and 12, or a subset of these numbers, in any order, before a 7 is rolled; c) a series of dice outcomes comprises a plurality of consecutive dice outcomes of the number 7; d) a series of dice outcomes comprises a plurality of consecutive dice outcomes of the natural numbers 7 and 11, in any order; e) a series of dice outcomes comprises a plurality of consecutive dice outcomes of the craps numbers 2, 3, and 12, in any order; and f) a series of dice outcomes comprises a plurality of consecutive dice outcomes of the craps numbers 2, 3, and 12, followed by a 7; a series of dice outcomes comprises a plurality of dice outcomes of the field numbers (2, 3, 4, 9, 10, 11 and 12) before a 7 is rolled.

U.S. Pat. No. 5,728,002 (Hobert) describes a craps game that incorporates a jackpot wagering area in a traditional craps game. In the jackpot wagering area, a player may make a bet that covers multiple wagers, including at least one jackpot sequence wager that a jackpot sequence of dice outcomes will be rolled. The jackpot sequence has a relatively remote possibility of occurrence and, correspondingly, a high payoff. A jackpot wagering area bet covers wagers in addition to the jackpot sequence wager. For example, the bet may also cover an additional jackpot sequence wager, a lower payoff sequence wager, or a traditional craps wager.

U.S. Pat. No. 5,829,749 (Hobert) describes a method of playing a craps game that incorporates a jackpot wagering area in a traditional craps game. The method includes receiving a bet that a jackpot sequence of dice outcomes will be rolled. The jackpot sequence has a relatively remote possibility of occurrence and, correspondingly, a high payoff. A jackpot wagering area bet may cover wagers in addition to the jackpot sequence wager. For example, the bet may also cover an additional jackpot sequence wager, a lower payoff sequence wager, or a traditional craps wager. Also, the method of playing a craps game with a jackpot sequence wager may be played on a video screen. In the embodiment of FIG. 3, the lower payoff sequence wager 34 is won when the shooter rolls any of the point numbers (4, 5, 6, 8, 9, 10) five times in a row. As shown in FIG. 4, the lower payoff sequence is tracked by the five match indicators 26, 28, 30, 36, 38. If the shooter rolls five point numbers in a row, the host pays all bets made on the jackpot wagering area 20. The winning bets remain on the jackpot wagering area 20 and become eligible for the jackpot sequence wager 32. To win the jackpot sequence wager 32, the shooter must then match the number displayed on the display 24. The jackpot sequence is tracked by three match indicators 40, 46, 48. If the shooter matches the number three times in a row, the jackpot sequence wager 32 is won. Thus, each bet in the jackpot wagering area 20 is eligible for multiple, sequential jackpot area sequences.

Published U.S. Patent Application 2004130094 and U.S. Pat. No. 6,805,352 (Hunter) describe a progressive jackpot is awarded in a craps game. Three dice are used in the come-out roll. The progressive jackpot is funded with an ante from each player who places a bet in the craps game. A chance to win the progressive jackpot is initiated whenever a first predetermined outcome occurs in the come-out roll. The progressive jackpot is awarded to the current players if a roll subsequent to the come-out roll having a first predetermined outcome has a second predetermined outcome. The outcome of at least two of the dice in the come-out roll are used to determine the outcome of the craps game only if the come-out roll does not achieve the first predetermined outcome. The winning event for the progressive jackpot was (a) funding the progressive jackpot with an ante from each player who places a bet in the craps game; (b) initiating a chance for the current players to win the progressive jackpot whenever a first predetermined outcome occurs in the come-out roll; (c) awarding the progressive jackpot to the current players if a roll subsequent to the come-out roll having a first predetermined outcome has a second predetermined outcome; and (d) using the outcome of at least two of the dice of the come-out roll to determine the outcome of the craps game only if the come-out roll does not achieve the first predetermined outcome.

U.S. Pat. No. 6,761,353 (Berman et al.) describes a dice game embodied in a table or slot machine format utilizing spinning wheels or slots to generate numbers based multiple repetitions or a count of numbers prior to novel termination and payout events. The preferred embodiment differs from traditional craps in that there is no requirement of a repeated number roll for a win. In one embodiment, a number other than seven, the target number, can be rolled on two six sided dice, numbered on sides from 1-6, in a tournament style fashion over a selected calendar period to win the primary wager. These games include counting the rolls on different players and comparing those rolls and making an award to the player making (a) the most rolls, (b) the most points, (c) the fewest points or rolls or (d) enhanced pay outs for higher targets during a limited (e.g. 4) number of dice rolls. A video layout is disclosed which replaces traditional displays with multiple dice rolls in a novel fashion otherwise consistent with the disclosure herein. A method of generating random numbers using a chute is disclosed as well as a method of determining random results based on mathematical utilization of multiple dice rolls.

U.S. Pat. No. 5,513,851 (Harris) describes a gaming apparatus and method which relate to a dice table game having at least two levels of wagering in cooperation with an optional jackpot wager. During operation, a player places an optional jackpot wager and a first level wager upon one of the possible dice combinations. If the player loses at the first level, both wagers are taken by the house. If the player wins at the first level, the player's jackpot wager remains and the player is paid for the first level wager based upon the odds associated with the selected dice combination. When the player wins at the first level, the player is required to place a wager upon a second level by selecting one of the possible combinations of dice offered at the second level. If the player loses at the second level, the second level wager and the jackpot wager are taken by the house. When the player wins at the second level, a payout is effected based upon the odds associated with the dice combination selected by the player and the jackpot wager is held. After a win at the second level, the player is again required to place a wager at a third level. The third level corresponds to a single dice combination, such as “2”. If the third level dice combination is rolled, the player is paid according to a third level payout. In addition, if the player made the appropriate jackpot wager prior to wagering at the first level, the player is also paid from a jackpot.

U.S. Pat. No. 5,934,676 (Rubin) describes an electronically and physically improved craps game table designed to provoke and stimulate the interest of novice, occasional, and veteran craps game player. The craps game table comprises: a dice rolling area; event registration means for registering a combination rolled; an electronic recent event display; and, a computer programmed to display historical and recent events. A preferred aspect of this invention provides for a craps game table as above wherein the computer is additionally programmed to summarize the most recent events, and wherein the computer is programmed to display the last nine events. The craps game table may additionally be marked to allow game players to wager on events sequentially occurring in two and more moves; and the computer may be programmed to display payoffs for those sequentially occurring events. The most preferred embodiment additionally provides for multiple individual bet placement layouts around the periphery of the table. The electronically improved craps game table provides for the possibility of previously unavailable bet combinations; sequential bet possibilities which will attract game players with astronomical, ever changing and electronically posted payoffs; payoffs which will be exceptionally lucrative to the casinos. In certain configurations, the game player may bet on the outcome of up to nine sequential moves.

U.S. Pat. No. 6,655,689 (Stasi) describes a proposition bet for Craps referred to as a FIRE BET™. The method includes predetermining a schedule of a pay-out table, players placing FIRE BET™ wagers at respective player betting areas prior to a shooter's initial come out; accumulating points responsive to outcomes of the shooter's dice throws, wherein points are made when a number 4, 5, 6, 8, 9 or 10 is twice rolled before sevening out, and wherein repeating of any made number is ignored, and making a pay-out based upon the points accumulated and the schedule. A side bet wager is placed on accumulating points being made when a number of the dice from the number group 4, 5, 6, 8, 9 and 10 is the outcome of any two of the shooter's dice throws prior to a sevening out, and wherein repetition of a number of any previously made point is ignored; and winning a pay-out based upon the made points accumulated and the schedule. The wager requires different Passes to be made (on different points) before sevening out, and multiple Passes on the same point are ignored.

Published U.S. Patent Application No. 2004/0173966 (Stasi) discloses a craps game that uses a plurality of point markers, the plurality of point markers comprising: a first made point marker indicative of a first made point accumulation; a second made point marker indicative of a second made point accumulation; a third made point marker indicative of a third made point accumulation; a fourth made point marker indicative of a fourth made point accumulation; a fifth made point marker indicative of a fifth made point accumulation; and a sixth made point marker indicative of a sixth made point accumulation.

In spite of these various side bets and additional wagers available on Craps tables, it is still desirable to be able to provide novel wagers to attract and maintain additional players and profitable wagers.

SUMMARY OF THE INVENTION

A method of play in a game of Craps is disclosed. The player places a side bet wager on an occurrence of an event comprising at least three consecutive Pass events. The at least three pass events may be the same points or different points, selected from the group consisting of 4, 5, 6, 8, 9 and 10. For example, the shooter may hit passes of 4, 5, 4, or 6, 6, 6, or 4, 6, 10 and so on. According to the invention, the method includes the step of throwing dice and playing the game of Craps; a step of identifying consecutive Passes made, independent of the Pass event; and a step of paying the player placing the side bet wager on the event of at least three consecutive Pass events occurring In one form of the invention, a proposed side bet wager is made that at least three Pass events will occur with a single shooter prior to the player rolling a 7 (ending play) or a crap roll (2, 3, or 12), with no limitation on the specific Points rolled in the sequence of Passes. There is also preferably no limitation on the number of rolls by the shooter to accomplish the accumulation of at least three Passes.

Each player places a side bet wager (preferably the croupier places the wager) on the side bet event, and a separate marker or indicator is used to count the number of consecutive Passes that have been made. Once the minimum number of passes has been made (e.g., three passes), the player may continue rolling the dice without putting the amount already won at risk.

Preferably, the Pass event is played with only true Pass events counted (that is a point is established and made before craps-seven is rolled). In other forms of the invention, come-out sevens and elevens (which allow the shooter to continue and win the Pass Line wagers) can be counted as Passes. This would usually be done only after a true Pass has been achieved, as the probability of a come-out seven or eleven is much higher than the probability of a true Pass event.

BRIEF DESCRIPTION OF THE FIGURES

FIG. 1 shows an example of a table layout for play of a game and side bet wager according to the technology described herein.

DETAILED DESCRIPTION OF THE INVENTION

The present technology comprises a proposed side bet wager that at least three Pass events will occur by a single shooter during the shooter's turn without that player throwing a sevens-out or crap-seven roll (CRAPS ROLL?), with no limitation on the specific Points in the sequence of Passes. This means that to win, the shooter may throw any combination of passes with one or more Point numbers of at least 4, 5, 6, 8, 9 or 10. It is possible according to the invention to allow a Point to be established with a Come-out out roll of 2, 3 and 12, with the payout on these Craps points being at odds of 1:2 to adjust for the elimination of the Craps come-out roll. There are numerous other options within the play and structure of the game that can be provided, such as 7's and 11's counting as Pass rolls, either on the Come-out roll or during the rolls after the Point has been established or both. At least the following variations will be considered for commercialization of the side bet for sequential Passes in the play of Craps:

A first and preferred form of play allows only the establishment of traditional Points and Passes to count in the pass bet sequence, the traditional Points being 4, 5, 6, 8, 9 and 10.

In another example of the invention, the first Pass must be a traditional Point rolled and the Pass must be established, traditional Points being 4, 5, 6, 8, 9 and 10. But in this example, at least one or only one of 7's and 11's on the next Come-out roll will be considered as a qualifying point and Pass.

The first Pass could also be a traditional Point and Pass, traditional Points being 4, 5, 6, 8, 9 and 10, and after the first pass, any 11 (or even a 2 or 12 or 3) that are rolled to make a Pass are considered qualifying Passes.

Alternatively, the first Pass is a traditional Point and Pass, traditional Points being 4, 5, 6, 8, 9 and 10, and a limited number of Passes (e.g., only one Pass, only one Pass in a row, only two passes, etc.) may be other than a traditional Pass.

In a preferred form of the invention, the first Pass is a traditional Point and Pass or a 7, 11 or either of a 7 or 11, traditional Points being 4, 5, 6, 8, 9 and 10, and subsequent Passes may only be traditional Passes.

In yet another form of the invention, the first Pass must be a 7, 11 or either of a 7 or 11, and subsequent Passes may only be traditional Passes. Other combinations of traditional Passes and artificial or alternative Passes may be used in defining the sequence for which a winning event is determined on the side bet wager. Nonlimiting examples of other Pass structures contemplated by the invention include consecutive strings of the same Pass point (i.e. 6, 6, 6), strings of Pass points of increasing magnitude (i.e. 4, 6, 9), Pass points of decreasing magnitude (9, 6, 4), strings of unequal Pass points (5, 9, 6), Passes of odd numbers only (5, 5, 9), Passes of even numbers only (4, 8, 10) and combinations thereof.

It must be remembered that as the nature of the Pass changes, the probabilities for events and therefore the payouts rates will also change. For example, the payout for Format 1 with Sequential Passes could be:

NO. OF SEQUENTIAL PASSES Format 1 ODDS ON WAGERS 3 4:1–6:1  4 6:1–10:1 5 9:1–20:1 6 20:1–100:1 7  50:1–1000:1 8  200:1–2,500:1

NO. OF SEQUENTIAL PASSES Format 2 ODDS ON WAGERS 3 3:1–6:1  4 4:1–10:1 5 9:1–20:1 6 20:1–100:1 7  50:1–1000:1 8  200:1–2,500:1

NO. OF SEQUENTIAL PASSES Format 3 ODDS ON WAGERS 3 3:1–6:1  4 5:1–10:1 5 8:1–20:1 6 20:1–100:1 7  50:1–1000:1 8  200:1–2,500:1

NO. OF SEQUENTIAL PASSES Format 4 ODDS ON WAGERS 3 3:1–6:1 4 4:1–8:1 5  7:1–15:1 6 15:1–50:1 7  30:1–500:1 8   100:1–1,500:1

NO. OF SEQUENTIAL PASSES Format 5 ODDS ON WAGERS 3 2:1–6:1 4 4:1–7:1 5  6:1–15:1 6 10:1–50:1 7  30:1–300:1 8   100:1–1,000:1

NO. OF SEQUENTIAL PASSES Format 6 ODDS ON WAGERS 3 3:1–6:1 4 4:1–8:1 5  7:1–15:1 6 15:1–50:1 7  30:1–500:1 8   100:1–1,500:1 For purposes of this disclosure, the term “sequential” means a Pass achieved during a roll prior to rolling a 7 and ending the shooter's turn. It is well known in the art that many rolls can occur between the establishment of a point and the achievement of a Pass.

The above tables are merely examples of possible payout tables and are not to be interpreted as limiting the scope of practice of the present invention. Special payouts may be on the table, for example, for special combinations of Passes, such as a traditional Pass for the first pass in the sequence and two 11s, or three 7's and the like.

The basic game of the present invention is an adjunct to the play of Craps and does not interfere with the underlying play of the game. In order to participate in the game, the player places a side bet wager (preferably the croupier places the wager) on the side bet event, and a separate marker or indicator is used to count the number of consecutive Passes that have been made. The marker is replaced with a new marker each time the player establishes another Pass. Alternatively, a new marker is placed when each Pass is established. Once the minimum number of passes has been made (e.g., three passes), the player may continue rolling the dice without putting the amount already won at risk.

It has been suggested in the Stasi Patent (U.S. Pat. No. 6,655,689) and Stasi Application (2004/0173966) cited above that there should be special wagering positions for the players to place the Stasi side bet wager between the periphery (i.e., the internal edge) of the table and the Pass line. Since there are typically many players at the craps table (as many as 14 players may be present) and so many different wagering areas for the wide variety of wagers, fraudulent manipulation of wagers is known to be an issue at casinos. The prevention of such manipulation, along with other forms of cheating at craps, requires surveillance by the Pit crew and by cameras. Thus, it is preferable to place a side bet wager at another, more secure location than as taught by Stasi. It is believed that with the players placing the wagers, and the wagers being placed immediately adjacent the Pass line and the back-bet odds wagers on the Pass line, the Stasi proposed wagering location offers too many opportunities for the side bet wager to be manipulated.

Usually and preferably, the Pass event is played with only true (i.e.-traditional) Pass events counted (that is a point is established and made before craps-seven is rolled). By redefining the odds and the rules, come-out sevens and elevens (which allow the shooter to continue and win the Pass Line wagers) can alternatively be counted as Passes. This would usually be done only after a true Pass has been obtained, as the probability of a come-out seven or eleven is much higher than the probability of a true Pass event.

As noted above, the present technology relates to side bet wagers that may be added seamlessly to the game of craps, that is, without disturbing or interfering with the underlying game or existing strategy associated with the game of craps.

The proposed side bet wager of this technology is a separate wager that at least three Pass events will occur with a single shooter without a player throwing a sevens-out or crap-seven roll.

FIG. 1 shows a proposed table 2 layout for playing Craps with a side bet wager in accordance with the technology described herein. The table 2 is shown with non-standard features that may be used in association with a standard game of Craps or in combination with a side bet wager as described herein. The table 2 surface 106 is used for both throwing dice and for placement of wagers. A surface 106 has areas for placing standard proposition wagers 10, hardways 40 and the like, as well as the other standard wagers. A special wager placement area 20 is provided for the individual side bet wagers of the present technology in a position that is convenient for placement by the Pit crew, but not by individual players. Another specific area 30 indicates the number of consecutive Passes made during play. The number of consecutive Passes may be indicated by placement of a marker on the appropriate number or by electronic lighting of the appropriate number. When the table 2 has electronic components in it, a croupier or Pit boss input panel 71 having buttons or touchscreen areas 73 on it for input of gaming information that can be respectively displayed. Among other displays on the table 2 can be the results of individual rolls on panel 55, so that the crew does not have to vocally announce results of individual throws. Individual roll results (such as craps of 2 and 3) are shown in panels 75 which may be lit) as well as 11 and 12 rolls (in panels 77). The placement of the individual player wagers on the individual player indicating locations in area 20 is preferably done by the Pit crew so as to avoid potential later manipulation of wager size by players.

Each player places a side bet wager (usually the croupier places the wager) on the side bet event, and a separate marker or indicator is used to count the number of consecutive Passes that have been made. Once the minimum number of passes has been made (e.g., three passes), the player may continue rolling the dice without putting the amount already won at risk.

Usually and preferably the Pass event is played with only true Pass events counted (that is a point is established and made before craps-seven is rolled). By redefining the odds and the rules, come-out sevens and elevens (which allow the shooter to continue and win the Pass Line wagers) can be counted as Passes. This would usually be done only after a true Pass has been effected, as the probability of a come-out seven or eleven is much higher than the probability of a true Pass event.

All of the apparatus, devices and methods disclosed and claimed herein can be made and executed without undue experimentation in light of the present disclosure. While the apparatus, devices and methods of this invention have been described in terms of both generic descriptions and preferred embodiments, it will be apparent to those skilled in the art that variations may be applied to the apparatus, devices and methods described herein without departing from the concept and scope of the invention. More specifically, it will be apparent that certain elements, components, steps, and sequences that are functionally related to the preferred embodiments may be substituted for the elements, components, steps, and sequences described and/or claimed herein while the same of similar results would be achieved. All such similar substitutions and modifications apparent to those skilled in the art are deemed to be within the scope and concept of the invention as defined by the appended claims. 

1. A method of play in a game of Craps comprising: a player placing a side bet wager on an occurrence of an event comprising at least three consecutive Pass events that are not limited to different points selected from the group consisting of 4, 5, 6, 8, 9 and 10 being made in any Pass of the at least three Passes; throwing dice and playing the game of Craps; identifying consecutive Passes made, independent of the Pass event; and paying the player placing the side bet wager on the event of at least three consecutive Pass events occurring.
 2. The method of claim 1 wherein the game of craps is played as a live casino table game with physical chips placed on the casino table.
 3. The method of claim 1 wherein the consecutive Pass events consists of a sequence of Passes wherein a first Pass event must be establishing and making a Point of 4, 5, 6, 8, 9 or 10, and a subsequent Pass event may include establishing and making any Point of 4, 5, 6, 8, 9 or
 10. 4. The method of claim 1 wherein a second Pass event after performing a first Pass event may include a come-out 7 or come-out
 11. 5. The method of claim 1 wherein the first Pass may be a come-out roll of at least one of 7 or eleven.
 6. The method of claim 3 wherein the subsequent Pass event may include establishing and making any Point of 4, 5, 6, 8, 9 or 10, and at least one Pass event selected from the group consisting of 7 or eleven.
 7. The method of claim 5 wherein a subsequent Pass in the consecutive pass events is limited to a single occurrence of a come-out 7 or come-out
 11. 8. The method of claim I wherein a paytable is provided for consecutive Passes based on limitations on Points that may be used in the making of Passes, including traditional Points and Passes of 4, 5, 6, 8, 9 and 10, and at least one Point and Pass having at least one of the limitations selected from the group consisting of: a) only traditional Points and Passes are considered in a sequence of consecutive Passes; b) a first Pass must be a traditional Point and Pass, traditional Points being 4, 5, 6, 8, 9 and 10, and at least one or only one of 7's and 11's on the next Come-out roll will be considered as a Pass; c) a first Pass must be a traditional Point and Pass, traditional Points being 4, 5, 6, 8, 9 and 10, and any 11 during come-out rolls to make a Pass are considered as a Pass; d) a first Pass must be a traditional Point and Pass, traditional Points being 4, 5, 6, 8, 9 and 10, and a limited number of Passes may be other than a traditional Point and Pass; e) a first Pass is a traditional Point and Pass or a 7, 11 or either of a 7 or 11, traditional Points being 4, 5, 6, 8, 9 and 10, and subsequent Passes may only be traditional Passes; and f) a first Pass must be a 7, 11 or either of a 7 or 11, and subsequent Passes may only be traditional Passes; and the payout for limitations on consecutive Passes are respectively selected from the group consisting of: NO. OF SEQUENTIAL PASSES Format 1 ODDS ON WAGERS 3 4:1–6:1  4 6:1–10:1 5 9:1–20:1 6 20:1–100:1 7  50:1–1000:1 8  200:1–2,500:1

NO. OF SEQUENTIAL PASSES Format 2 ODDS ON WAGERS 3 3:1–6:1  4 4:1–10:1 5 9:1–20:1 6 20:1–100:1 7  50:1–1000:1 8  200:1–2,500:1

NO. OF SEQUENTIAL PASSES Format 3 ODDS ON WAGERS 3 3:1–6:1  4 5:1–10:1 5 8:1–20:1 6 20:1–100:1 7  50:1–1000:1 8  200:1–2,500:1

NO. OF SEQUENTIAL PASSES Format 4 ODDS ON WAGERS 3 3:1–6:1 4 4:1–8:1 5  7:1–15:1 6 15:1–50:1 7  30:1–500:1 8   100:1–1,500:1

NO. OF SEQUENTIAL PASSES Format 5 ODDS ON WAGERS 3 2:1–6:1 4 4:1–7:1 5  6:1–15:1 6 10:1–50:1 7  30:1–300:1 8   100:1–1,000:1

NO. OF SEQUENTIAL PASSES Format 6 ODDS ON WAGERS 3 3:1–6:1 4 4:1–8:1 5  7:1–15:1 6 15:1–50:1 7  30:1–500:1 8   100:1–1,500:1


9. The method of claim 3 wherein different odds are paid for consecutive sets of 3, 4 and 5 Passes and once 3 Passes have been made, a player having made the side bet cannot lose any payout achieved for the 3 Passes.
 10. An apparatus for playing the game of claim 1 wherein a betting position specific to the side bet wager is placed in a position of a Craps table surface to be accessed by pit crew only.
 11. The apparatus of claim 10 wherein the betting position specific to the side bet wager lies adjacent to or between two separate areas for the C and E wager placement.
 12. The apparatus of claim 10 wherein the betting position specific to the side bet wager lies between a pit boss play position and a croupier play position.
 13. A side bet method of play in a game of Craps comprising: a player placing a wager on a game of Craps; a player placing an optional side bet wager on an occurrence of a shooter rolling at least three Pass events prior to termination of the shooter's turn, each Pass event defined as rolling a Point selected from the group consisting of: 4, 5, 6, 8, 9 and 10 and then re-rolling the same Point prior to the termination of the shooter's turn; throwing dice and playing the game of Craps; identifying all Passes made prior to the shooter rolling a 7; and paying the player placing the side bet wager when at least three Pass events occur prior to the shooter's roll ending.
 14. The method of claim 13, wherein the shooter's roll ends according to the standard rules of Craps.
 15. The method of claim 13, wherein the shooter's turn ends when the shooter rolls a
 7. 